A thirst for knowledge can often lead one to dangerous places, fortunately you are well prepared for danger.
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
1st
+2
Calculated Strike, Lorehunter's Notebook
-
-
-
-
-
2nd
+2
Fighting Style, Spellcasting
2
-
-
-
-
3rd
+2
Society Feature
3
-
-
-
-
4th
+2
Ability Score Improvement
3
-
-
-
-
5th
+3
Extra Attack
4
2
-
-
-
6th
+3
Resourceful
4
2
-
-
-
7th
+3
Society Feature
4
3
-
-
-
8th
+3
Ability Score Improvement
4
3
-
-
-
9th
+4
4
3
2
-
-
-
10th
+4
4
3
2
-
-
11th
+4
Society Feature?
4
3
3
-
-
12th
+4
Ability Score Improvement
4
3
3
-
-
-
13th
+5
4
3
3
1
-
14th
+5
4
3
3
1
-
15th
+5
Society Feature?
4
3
3
2
-
16th
+5
Ability Score Improvement
4
3
3
2
-
17th
+6
4
3
3
3
1
-
18th
+6
4
3
3
3
1
19th
+6
Ability Score Improvement
4
3
3
3
2
20th
+6
4
3
3
3
2
Lorehunter Features
As a lorehunter, you gain the following class features
Hit Points
Hit Dice: 1d10 Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Lorehunter level after 1st
You start with the following items, plus anything provided by your background.
(a) scale mail or (b) leather armor
(a) a martial weapon and a shield or (b) two martial or simple weapons
(a) a shortbow and 20 arrows or (b) two handaxes
(a) a scholar's pack or (b) an explorer's pack or (c) a dungeoneer's pack
A dagger, a grappling hook and a book.
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Multiclassing
Ability Score Minimum: Intelligence 13, Strength or Dexterity 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Lorehunters are considered half-casters for multiclassing purposes
Calculated Strike
Starting at 1st level, you can utilize your knowledge to pinpoint weak spots and improve the damage you deal with weapons. Once per turn, when you hit a creature or object with a weapon attack, you can add a bonus to the damage roll equal to your Intelligence modifier.
Lorehunter's Notebook
You possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, the notes are written in such a way that you, and only you, can quickly refer to them in useful situations. It may take others hours to understand them, if they manage at all.
You can record notes about certain proficiencies you posses. While holding your notebook, your proficiency bonus is doubled for any ability check you make that uses one of the recorded proficiencies.
When you create the notebook, you choose two skills, tools, instruments or vehicles with which you are proficient and record them in the notebook. If your book is lost or destroyed, you can create a new one at the end of your next long rest, destroying the previous book and choosing two proficiencies again.
On your travels you may encounter creatures and documents that may grant you additional expertise in a particular a skill, tool, instrument or vehicle with which you are proficient. A creature must have a feature that doubles their proficiency bonus with the chosen proficiency and must share a language with you. A document may be any suitable document that the DM decides contains expert level knowledge of the chosen proficiency, such as another lorehunter's notebook, and is written in a language you understand. Either way, you must spend at least 8 hours and 50gp worth of materials studying with the creature or document, which must remain within 10 feet of you for the duration. At the end of the duration, you must make a DC10 Intelligence check to successfully record notes in your book. On a fail, the notes are useless, and you must expend more time and gold to make another attempt.
The DC for the intelligence check increases by 5 for every successful recording. Removing and destroying the notes for a particular proficiency from the book reduces the next DC by 5, however, doing so means you no longer gain the benefits for the destroyed proficiency.
Optional Feature: Specialist Topics
Sometimes specialist knowledge of a particular topic is more useful than general knowledge in a skill or device. If your DM allows, you can record a specialist topic in place of a proficiency in your notebook. Once a topic is within your notebook and you are holding it, your proficiency bonus is doubled for any ability check you make that may utilize your specialist knowledge of this topic
Work with your DM to define the scope and depth of the topic. This could be knowledge of a particular faction, including its history, politics and laws; it could be knowledge of a particular deity or being and their followers; it could be knowledge of the anatomy and behaviors of particular kinds of creatures; it could be knowledge of a particular school of magic or any other topic you and your DM deem appropriate.
For example, you may study demons and posses expert knowledge about them. With the demon topic in your book, you may double your proficiency bonus for checks made to identify, track or recall lore about creatures with the demon tag.
higher level feature to make book indestructable and/or teleport to hand with an action higher level feature to add expertise for things you are not proficient in? Higher level feature to allow others to use book (or copy) to gain bonus to the rolls
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to lorehunters. This replacement represents a shift of focus in your martial practice.
You learn two cantrips of your choice from the wizard spell list. They count as lorehunter spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
Spellcasting
By 2nd level, you have learned to draw on arcane magic through study and practice to cast spells as a wizard does. See chapter 10 for the general rules of spellcasting and the end of the class for lorehunter spells.
Preparing and Casting Spells
The Lorehunter table shows how many spell slots you have to cast your lorehunter spells. To cast one of your lorehunter spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of lorehunter spells that are available for you to cast, choosing from the lorehunter spell list. When you do so, choose a number of lorehunter spells equal to your Intelligence modifier + half your lorehunter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level lorehunter , you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of lorehunter spells requires time spent in study: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your lorehunter spells, since their power derives from intense study. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a lorehunter spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus or your notebook as a spellcasting focus for your lorehunter spells.
Scholastic Society
At 3rd level, you choose an scholastic society from which you gained your knowledge and skills. This society may be an order that you belong to, or that you have acquired knowledge and skills from by other means, with or without their permission. Alternatively, it could be a person or figure that has taught or inspired you to pursue your search for knowledge.
Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
Lv4 ASI
Lv5 Extra Attack
Resourceful
Starting at 6th level, you can use a bonus action to take the Help or Use an Object action.
Additionally, you can use a whip as if it were a 15 foot rope with a grappling hook. When you hit a Medium or smaller creature with an attack using a whip, you can forgo damage and force the creature to make a Strength saving throw against the attack roll or be knocked prone.
Maybe make a manovers subclass that gets the whip (and more) stuff?
Lore Hunter
A thirst for knowledge can often lead one to dangerous places, fortunately you are well prepared for danger.
Society Feature?
Society Feature?
Calculated Strike
Starting at 1st level, you can utilize your knowledge to pinpoint weak spots and improve the damage you deal with weapons. Once per turn, when you hit a creature or object with a weapon attack, you can add a bonus to the damage roll equal to your Intelligence modifier.
Lorehunter's Notebook
You possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, the notes are written in such a way that you, and only you, can quickly refer to them in useful situations. It may take others hours to understand them, if they manage at all.
You can record notes about certain proficiencies you posses. While holding your notebook, your proficiency bonus is doubled for any ability check you make that uses one of the recorded proficiencies.
When you create the notebook, you choose two skills, tools, instruments or vehicles with which you are proficient and record them in the notebook. If your book is lost or destroyed, you can create a new one at the end of your next long rest, destroying the previous book and choosing two proficiencies again.
On your travels you may encounter creatures and documents that may grant you additional expertise in a particular a skill, tool, instrument or vehicle with which you are proficient. A creature must have a feature that doubles their proficiency bonus with the chosen proficiency and must share a language with you. A document may be any suitable document that the DM decides contains expert level knowledge of the chosen proficiency, such as another lorehunter's notebook, and is written in a language you understand. Either way, you must spend at least
8 hours and 50gp
worth of materials studying with the creature or document, which must remain within 10 feet of you for the duration. At the end of the duration, you must make a DC10 Intelligence check to successfully record notes in your book. On a fail, the notes are useless, and you must expend more time and gold to make another attempt.The DC for the intelligence check increases by 5 for every successful recording. Removing and destroying the notes for a particular proficiency from the book reduces the next DC by 5, however, doing so means you no longer gain the benefits for the destroyed proficiency.
higher level feature to make book indestructable and/or teleport to hand with an action higher level feature to add expertise for things you are not proficient in? Higher level feature to allow others to use book (or copy) to gain bonus to the rolls
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to lorehunters. This replacement represents a shift of focus in your martial practice.
Agile Fighting (Homebrew)
Akimbo Shooting (Homebrew)
Archery
Defense
Dueling
Great Weapon Fighting
Prone Fighting (Homebrew)
Protection
Thrown Weapon Fighting
Unarmed Fighting
(some of) the above plus:
Arcane Warrior
You learn two cantrips of your choice from the wizard spell list. They count as lorehunter spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
Spellcasting
By 2nd level, you have learned to draw on arcane magic through study and practice to cast spells as a wizard does. See chapter 10 for the general rules of spellcasting and the end of the class for lorehunter spells.
Preparing and Casting Spells
The Lorehunter table shows how many spell slots you have to cast your lorehunter spells. To cast one of your lorehunter spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of lorehunter spells that are available for you to cast, choosing from the lorehunter spell list. When you do so, choose a number of lorehunter spells equal to your Intelligence modifier + half your lorehunter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level lorehunter , you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of lorehunter spells requires time spent in study: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your lorehunter spells, since their power derives from intense study. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a lorehunter spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus or your notebook as a spellcasting focus for your lorehunter spells.
Scholastic Society
At 3rd level, you choose an scholastic society from which you gained your knowledge and skills. This society may be an order that you belong to, or that you have acquired knowledge and skills from by other means, with or without their permission. Alternatively, it could be a person or figure that has taught or inspired you to pursue your search for knowledge.
Your choice grants features at 3rd level, and again at 7th,
11th, and 15th
level.Lv4 ASI
Lv5 Extra Attack
Resourceful
Starting at 6th level, you can use a bonus action to take the Help or Use an Object action.
Additionally, you can use a whip as if it were a 15 foot rope with a grappling hook. When you hit a Medium or smaller creature with an attack using a whip, you can forgo damage and force the creature to make a Strength saving throw against the attack roll or be knocked prone.
Maybe make a manovers subclass that gets the whip (and more) stuff?